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Added TrigonometryBaker and Collider2dPointsGetter
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// Copyright (c) 2018 Archy Piragkov. All Rights Reserved. Licensed under the MIT license | ||
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using System; | ||
using System.Collections.Generic; | ||
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namespace artics.Math | ||
{ | ||
/// <summary> | ||
/// Simple solution to cache Math.Sin and Math.Cos values with listed proximity. </br> | ||
/// You cas use different sets of proximities. | ||
/// </summary> | ||
public class TrigonometryBaker | ||
{ | ||
/// <summary> | ||
/// stores sin and cos values grouped by proximity | ||
/// </summary> | ||
public Dictionary<uint, double[][]> BakingArray; | ||
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public TrigonometryBaker() | ||
{ | ||
BakingArray = new Dictionary<uint, double[][]>(); | ||
} | ||
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/// <summary> | ||
/// inits a set of sin and cos values with listed proximity and stores it in <see cref="BakingArray"/> dictionary. | ||
/// </summary> | ||
/// <param name="proximity">Proximity calculates by formula: (Math.PI * 2) / proximity</param> | ||
/// <returns></returns> | ||
public double[][] InitProximity(uint proximity) | ||
{ | ||
double[][] values = new double[2][]; | ||
values[0] = new double[proximity]; | ||
values[1] = new double[proximity]; | ||
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double angle = 0; | ||
double angleStep = (System.Math.PI * 2) / proximity; | ||
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for (int i = 0; i < proximity; i++) | ||
{ | ||
values[0][i] = System.Math.Sin(angle); | ||
values[1][i] = System.Math.Cos(angle); | ||
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angle += angleStep; | ||
} | ||
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BakingArray.Add(proximity, values); | ||
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return values; | ||
} | ||
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/// <summary> | ||
/// Gets calculated proximity or creates new set. | ||
/// </summary> | ||
/// <param name="proximity">Proximity calculates by formula: (Math.PI * 2) / proximity</param> | ||
/// <returns></returns> | ||
public double[][] GetProximityBake(uint proximity) | ||
{ | ||
double[][] values = null; | ||
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BakingArray.TryGetValue(proximity, out values); | ||
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if (values == null) | ||
values = InitProximity(proximity); | ||
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return values; | ||
} | ||
} | ||
} |
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Assets/UnityPhisicsVisualizers/Collider2dPointsGetter.cs
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// Copyright (c) 2018 Archy Piragkov. All Rights Reserved. Licensed under the MIT license | ||
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using UnityEngine; | ||
using artics.Math; | ||
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namespace artics.UnityPhisicsVisualizers | ||
{ | ||
/// <summary> | ||
/// set of static funtions solution to get raw poins of Unity physics 2d colliders. | ||
/// </summary> | ||
public class Collider2dPointsGetter | ||
{ | ||
/// <summary> | ||
/// number of iterations to get points of circle | ||
/// </summary> | ||
public static uint CircleProximity = 20; | ||
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/// <summary> | ||
/// bakes sin and cos values for performance | ||
/// </summary> | ||
public static TrigonometryBaker TrigonometryManager = new TrigonometryBaker(); | ||
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#region SimpleShapes | ||
/// <summary> | ||
/// Get coordinates of Box2DCollider | ||
/// </summary> | ||
/// <param name="collider"></param> | ||
/// <param name="points"></param> | ||
public static void GetBoxCoordinates(BoxCollider2D collider, ref Vector2[] points) | ||
{ | ||
PointsArraySizevalidation(ref points, 4); | ||
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Vector2 offset = collider.offset; | ||
Vector2 size = collider.size * 0.5f; | ||
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points[0].Set(offset.x - size.x, offset.y - size.y); | ||
points[1].Set(offset.x - size.x, offset.y + size.y); | ||
points[2].Set(offset.x + size.x, offset.y + size.y); | ||
points[3].Set(offset.x + size.x, offset.y - size.y); | ||
} | ||
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/// <summary> | ||
/// get coordinates of <seealso cref="PolygonCollider2D"/> | ||
/// </summary> | ||
/// <param name="collider"></param> | ||
/// <param name="points"></param> | ||
public static void GetPolygonCoordinates(PolygonCollider2D collider, ref Vector2[] points) | ||
{ | ||
CalculatePolygonCoodinates(collider.points, collider.offset, ref points); | ||
} | ||
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/// <summary> | ||
/// get coordinates of <seealso cref="EdgeCollider2D"/> | ||
/// </summary> | ||
/// <param name="collider">collider</param> | ||
/// <param name="points">input points</param> | ||
public static void GetEdgeCoordinates(EdgeCollider2D collider, ref Vector2[] points) | ||
{ | ||
CalculatePolygonCoodinates(collider.points, collider.offset, ref points); | ||
} | ||
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protected static void PointsArraySizevalidation(ref Vector2[] points, int size) | ||
{ | ||
if (points == null || points.Length != size) | ||
points = new Vector2[size]; | ||
} | ||
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protected static void CalculatePolygonCoodinates(Vector2[] colliderPoints, Vector2 offset, ref Vector2[] points) | ||
{ | ||
PointsArraySizevalidation(ref points, colliderPoints.Length); | ||
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for (int i = 0; i < colliderPoints.Length; i++) | ||
points[i].Set(colliderPoints[i].x + offset.x, colliderPoints[i].y + offset.y); | ||
} | ||
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#endregion | ||
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#region Circle | ||
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protected static void ProximityCheck(ref uint proximity) | ||
{ | ||
if (proximity == 0) | ||
proximity = CircleProximity; | ||
} | ||
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protected static void FillCirclePoint(Vector2[] points, Vector2 center, double radius, double[][] values, int IdOffset, int ValuesOffset, int times) | ||
{ | ||
for (int i = 0; i < times; i++) | ||
points[IdOffset + i].Set(center.x + (float)(radius * values[1][ValuesOffset + i]), center.y + (float)(radius * values[0][ValuesOffset + i])); | ||
} | ||
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/// <summary> | ||
/// get coordinates of <seealso cref="CircleCollider2D"/>. You can use | ||
/// </summary> | ||
/// <param name="collider">collider</param> | ||
/// <param name="points">points array</param> | ||
/// <param name="CustomProximity">if set to 0 it uses <see cref="CircleProximity"/>. Otherwise it uses listed value to calculate circular coordinates</param> | ||
public static void GetCircleCoordinates(CircleCollider2D collider, ref Vector2[] points, uint CustomProximity = 0) | ||
{ | ||
ProximityCheck(ref CustomProximity); | ||
PointsArraySizevalidation(ref points, (int)CustomProximity); | ||
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double[][] values = TrigonometryManager.GetProximityBake(CustomProximity); | ||
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FillCirclePoint(points, collider.offset, collider.radius, values, 0, 0, (int)CustomProximity); | ||
} | ||
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/// <summary> | ||
/// get coordinates by listing center and radius | ||
/// </summary> | ||
/// <param name="center"></param> | ||
/// <param name="radius"></param> | ||
/// <param name="points"></param> | ||
/// <param name="CustomProximity">if set to 0 it uses <see cref="CircleProximity"/>. Otherwise it uses listed value to calculate circular coordinates</param> | ||
public static void GetCircleCoordinates(Vector2 center, float radius, ref Vector2[] points, uint CustomProximity = 0) | ||
{ | ||
ProximityCheck(ref CustomProximity); | ||
PointsArraySizevalidation(ref points, (int)CustomProximity); | ||
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double[][] values = TrigonometryManager.GetProximityBake(CustomProximity); | ||
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FillCirclePoint(points, center, radius, values, 0, 0, (int)CustomProximity); | ||
} | ||
#endregion | ||
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#region Capsule | ||
/// <summary> | ||
/// get coordinates of CapsuleCollider2D | ||
/// </summary> | ||
/// <param name="collider"></param> | ||
/// <param name="points"></param> | ||
/// <param name="CustomProximity">if set to 0 it uses <see cref="CircleProximity"/>. Otherwise it uses listed value to calculate circular coordinates</param> | ||
public static void GetCapsuleCoordinates(CapsuleCollider2D collider, ref Vector2[] points, uint CustomProximity = 0) | ||
{ | ||
ProximityCheck(ref CustomProximity); | ||
PointsArraySizevalidation(ref points, (int)CustomProximity + 4); | ||
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uint rest = CustomProximity % 4; | ||
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if (rest > 0) | ||
CustomProximity += rest; | ||
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Vector2 StartPosition = new Vector2(); | ||
Vector2 EndPosition = new Vector2(); | ||
float radius = 0; | ||
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if (collider.direction == CapsuleDirection2D.Vertical) | ||
{ | ||
CalculateCapsuleBoundsVertical(collider, ref StartPosition, ref EndPosition, ref radius); | ||
GetCapsulePointsVertical(StartPosition, EndPosition, radius, CustomProximity, points); | ||
} | ||
else | ||
{ | ||
CalculateCapsuleBoundsHorizontal(collider, ref StartPosition, ref EndPosition, ref radius); | ||
GetCapsulePointsHorizontal(StartPosition, EndPosition, radius, CustomProximity, points); | ||
} | ||
} | ||
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protected static void CalculateCapsuleBoundsVertical(CapsuleCollider2D collider, ref Vector2 StartPosition, ref Vector2 EndPosition, ref float Radius) | ||
{ | ||
Vector2 size = collider.size; | ||
Radius = Mathf.Abs(size.x * 0.5f * collider.transform.localScale.x); | ||
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StartPosition.x = 0; | ||
EndPosition.x = 0; | ||
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StartPosition.y = Mathf.Max(0, size.y * 0.5f - Radius); | ||
EndPosition.y = Mathf.Min(0, StartPosition.y * -1); | ||
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StartPosition += collider.offset; | ||
EndPosition += collider.offset; | ||
} | ||
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protected static void CalculateCapsuleBoundsHorizontal(CapsuleCollider2D collider, ref Vector2 StartPosition, ref Vector2 EndPosition, ref float Radius) | ||
{ | ||
Vector2 size = collider.size; | ||
Radius = Mathf.Abs(size.y * 0.5f * collider.transform.localScale.x); | ||
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StartPosition.y = 0; | ||
EndPosition.y = 0; | ||
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StartPosition.x = Mathf.Max(0, size.x * 0.5f - Radius); | ||
EndPosition.x = Mathf.Min(0, StartPosition.x * -1); | ||
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StartPosition += collider.offset; | ||
EndPosition += collider.offset; | ||
} | ||
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protected static void GetCapsulePointsVertical(Vector2 StartPosition, Vector2 EndPosition, float radius, uint CustomProximity, Vector2[] points) | ||
{ | ||
double[][] values = TrigonometryManager.GetProximityBake(CustomProximity); | ||
int half = Mathf.RoundToInt(CustomProximity / 2); | ||
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points[0].Set(StartPosition.x + radius, EndPosition.y); | ||
points[1].Set(StartPosition.x + radius, StartPosition.y); | ||
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FillCirclePoint(points, StartPosition, radius, values, 2, 0, half); | ||
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points[half + 2].Set(StartPosition.x - radius, StartPosition.y); | ||
points[half + 3].Set(StartPosition.x - radius, EndPosition.y); | ||
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FillCirclePoint(points, EndPosition, radius, values, half + 4, half, half); | ||
} | ||
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protected static void GetCapsulePointsHorizontal(Vector2 StartPosition, Vector2 EndPosition, float radius, uint CustomProximity, Vector2[] points) | ||
{ | ||
double[][] values = TrigonometryManager.GetProximityBake(CustomProximity); | ||
int quart = Mathf.RoundToInt(CustomProximity / 4); | ||
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points[0].Set(EndPosition.x, EndPosition.y - radius); | ||
points[1].Set(StartPosition.x, StartPosition.y - radius); | ||
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int idOffset = 2; | ||
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FillCirclePoint(points, StartPosition, radius, values, idOffset, quart * 3, quart); | ||
idOffset += quart; | ||
FillCirclePoint(points, StartPosition, radius, values, idOffset, 0, quart); | ||
idOffset += quart; | ||
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points[idOffset].Set(StartPosition.x, StartPosition.y + radius); | ||
points[idOffset + 1].Set(EndPosition.x, EndPosition.y + radius); | ||
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idOffset += 2; | ||
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FillCirclePoint(points, EndPosition, radius, values, idOffset, quart * 1, quart); | ||
idOffset += quart; | ||
FillCirclePoint(points, EndPosition, radius, values, idOffset, quart * 2, quart); | ||
} | ||
#endregion | ||
} | ||
} |
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Assets/UnityPhisicsVisualizers/Collider2dPointsGetter.cs.meta
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